Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Patch 06 - Public Beta - Build 1108p7 updated 31 July (2nd part)
this will be my first try. yes
RE: Patch 06 - Public Beta - Build 1108p7 updated 31 July (2nd part)
ive got the save on my desktop. geez im not very savy, how can I get it on here? when i attach file from desktop it says fake path
ill look around for the how to post a save. the upload more files button was what i tried
ill look around for the how to post a save. the upload more files button was what i tried
RE: Patch 06 - Public Beta - Build 1108p7 updated 31 July (2nd part)
here it is! hey im learning[;)]
- Attachments
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- wpae010.zip
- (2.04 MiB) Downloaded 9 times
RE: Patch 06 - Public Beta - Build 1108p7 updated 31 July (2nd part)
ZH,ORIGINAL: zuluhour
Pax, i just got my first pbem turn from hinz2. it shows in slot 10 after coping to save file. error game did not load. i loaded p7 yesterday. its my first pbem and im sure hinz was up all night doing the jap thing. any ideas?
HI!
So, first, you and your partner need to agree on which save slot you will be using. Looks like slot 10 will be the slot for this game. Remember to keep this slot available going forward.
If it isn't loading, here's a couple of things to look at. Others may have some more suggestions:
1. Be sure you are both using the exact same patch. Double check that.
2. Have him re-send the save. If he is zipping the file, have him re-zip and send it.
Let's see what the result is after these two things. Hopefully others will chime in here.
Just noticed that Michael is going to check the save file. He'll be able to tell you what's up pretty quick.
Pax
RE: Patch 06 - Public Beta - Build 1108p7 updated 31 July (2nd part)
I would ent be so needy about it, but seeing how gracious he was to take me on as a greenhorn and work on the first turn so late last night i feel compelled to get him a turn back and get underway.[:)]
as an afterthought, the patch loaded so easily, how do i verify its running it? i dont see anything in properties.
file sent is unzipped
more info: I did ent notice i had two desktop shortcuts: 1=1106i 2=beta starting the beta (i removed shortcut 1106i) i got a dialogue box y/n about "did not appear to be end turn save" if i hit yes it asked me for a player 1 password. (im player 2?)
as an afterthought, the patch loaded so easily, how do i verify its running it? i dont see anything in properties.
file sent is unzipped
more info: I did ent notice i had two desktop shortcuts: 1=1106i 2=beta starting the beta (i removed shortcut 1106i) i got a dialogue box y/n about "did not appear to be end turn save" if i hit yes it asked me for a player 1 password. (im player 2?)
RE: Patch 06 - Public Beta - Build 1108p7 updated 31 July (2nd part)
when you get to the main menu screen, version number is upper right side. should read: 1.0.6.1108p7
Pax
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p7 updated 31 July (2nd part)
ORIGINAL: zuluhour
I would ent be so needy about it, but seeing how gracious he was to take me on as a greenhorn and work on the first turn so late last night i feel compelled to get him a turn back and get underway.[:)]
as an afterthought, the patch loaded so easily, how do i verify its running it? i dont see anything in properties.
file sent is unzipped
This save is NOT an end-of-turn one, but a mid-turn one.
[It is asking you for player 1's (Japan) password.]
The 'End Orders' button was not pressed and the save done at this stage is the one that needs to be sent to you.
Michael
RE: Patch 06 - Public Beta - Build 1108p7 updated 31 July (2nd part)
big thanks from a big greenhorn!
RE: Patch 06 - Public Beta - Build 1108p7 updated 31 July (2nd part)
everything seems to be working fine. Your help is greatly appreciated.
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
[1108p8]
Fixed CTD due to too many groups in base being displayed in bottom panel [MEM]
Tweaked Color-coded R&D devices on the Industry screen [MEM]
Tweaked Allow R&D factory change before starting production if R&D option ON [MEM]
Tweaked Production can be turned off but R&D will still happen [MEM]
Fixed CTD due to too many groups in base being displayed in bottom panel [MEM]
Tweaked Color-coded R&D devices on the Industry screen [MEM]
Tweaked Allow R&D factory change before starting production if R&D option ON [MEM]
Tweaked Production can be turned off but R&D will still happen [MEM]
Michael
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
When delegating a sub to be a minelayer, is it possible(feasible) to set the default to lay mines at the target hex? I embarrass myself at the number of subs I find returning with all their mines still aboard..(Yes, of course I know I can set it manually, individually, every single time, and that is the problem. Just seems if I tell a skipper to go lay mines, he would know to actually do it!)..LOL

RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
I possibly have a problem here, not sure if it was reported before. When the attached turn was resolves, a number of my night-attacking torpedo planes seemed to be dropping bombs in the combat replay (despite having enough torps at hope bases). According to combat report, they all attacked with torps. No hits was achieved either way. Is this a bug?
Also, my SCTF in Georgetown refuses to move from there for several days now, despite orders. This seems to be a bug.
Also, my SCTF in Georgetown refuses to move from there for several days now, despite orders. This seems to be a bug.
- Attachments
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- wpae021.zip
- (3.12 MiB) Downloaded 14 times
The Reluctant Admiral mod team.
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
THANKS!!!!ORIGINAL: michaelm
[1108p8]
Fixed CTD due to too many groups in base being displayed in bottom panel [MEM]
Tweaked Color-coded R&D devices on the Industry screen [MEM]
Tweaked Allow R&D factory change before starting production if R&D option ON [MEM]
Tweaked Production can be turned off but R&D will still happen [MEM]
Pax
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
ORIGINAL: m10bob
When delegating a sub to be a minelayer, is it possible(feasible) to set the default to lay mines at the target hex? I embarrass myself at the number of subs I find returning with all their mines still aboard..(Yes, of course I know I can set it manually, individually, every single time, and that is the problem. Just seems if I tell a skipper to go lay mines, he would know to actually do it!)..LOL
There was a reason long lost in time why the default is NOT to lay mines. It might be have something to do with not setting the destination - the TF would lay the mines in the base hex.
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)
Could please reattach as a ZIP, thanks.ORIGINAL: seydlitz
Save attached.
Also please check BB Mutsu at Kobe.
She has been in dock for two months with the same 15 engine and still shows 115 days to repair. Not seeing any progress.
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
ORIGINAL: FatR
I possibly have a problem here, not sure if it was reported before. When the attached turn was resolves, a number of my night-attacking torpedo planes seemed to be dropping bombs in the combat replay (despite having enough torps at hope bases). According to combat report, they all attacked with torps. No hits was achieved either way. Is this a bug?
The animations are splashes - just the way it draws them. Still torpedos.
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
ORIGINAL: FatR
Also, my SCTF in Georgetown refuses to move from there for several days now, despite orders. This seems to be a bug.
Weird. The TF says it is loading supplies.

[Workaround]
Change TF to a Transport.
Transfer a AK from port to it.
Press 'Cancel load supplies'.
Transfer AK back to port.
Change back to Surface.
Should be okay then
- Attachments
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- SCTFsupply.jpg (27.69 KiB) Viewed 206 times
Michael
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Hello, this may not look like a big issue but if possible could you save the side that we last chose when we start the game please?
At the moment I m playing japanese and often forget to choose allied computer again when i start the game then end up loading as allied.
Thank you
At the moment I m playing japanese and often forget to choose allied computer again when i start the game then end up loading as allied.
Thank you
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
ORIGINAL: michaelm
ORIGINAL: m10bob
When delegating a sub to be a minelayer, is it possible(feasible) to set the default to lay mines at the target hex? I embarrass myself at the number of subs I find returning with all their mines still aboard..(Yes, of course I know I can set it manually, individually, every single time, and that is the problem. Just seems if I tell a skipper to go lay mines, he would know to actually do it!)..LOL
There was a reason long lost in time why the default is NOT to lay mines. It might be have something to do with not setting the destination - the TF would lay the mines in the base hex.
Thank you for the response michaelm..Now, I gotta wonder...WHO would form a TF and forget to tell it where to go??...LOL

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Some changes are definitely shifting game balance in favor of human player in a game vs AI. Stockpiling base feature and purchasing destroyed units, to name a couple. Unless AI scripts were tweaked accordingly.